// webgl/webgl_lines_fat_raycasting.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';
import Stats from './jsm/libs/stats.module.js';
			import { GPUStatsPanel } from './jsm/utils/GPUStatsPanel.js';

			import { GUI } from './jsm/libs/lil-gui.module.min.js';
			import { OrbitControls } from './jsm/controls/OrbitControls.js';
			import { LineMaterial } from './jsm/lines/LineMaterial.js';
			import { LineSegments2 } from './jsm/lines/LineSegments2.js';
			import { LineSegmentsGeometry } from './jsm/lines/LineSegmentsGeometry.js';
			import { Line2 } from './jsm/lines/Line2.js';
			import { LineGeometry } from './jsm/lines/LineGeometry.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this

        let line, thresholdLine, segments, thresholdSegments;
			let renderer, scene, camera, camera2, controls;
			let raycaster, sphereInter, sphereOnLine;
			let matLine, matThresholdLine;
			let stats, gpuPanel;
			let gui;

			// viewport
			let insetWidth;
			let insetHeight;

			const pointer = new THREE.Vector2( Infinity, Infinity );

			init();
			animate();

			function init() {

				renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true, alpha: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setClearColor( 0x000000, 0.0 );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				scene = new THREE.Scene();

				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( - 40, 0, 60 );

				camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
				camera2.position.copy( camera.position );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 10;
				controls.maxDistance = 500;

				raycaster = new THREE.Raycaster();
				raycaster.params.Line2 = {};
				raycaster.params.Line2.threshold = 0;

				const sphereGeometry = new THREE.SphereGeometry( 0.25 );
				const sphereInterMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, depthTest: false } );
				const sphereOnLineMaterial = new THREE.MeshBasicMaterial( { color: 0x00ff00, depthTest: false } );

				sphereInter = new THREE.Mesh( sphereGeometry, sphereInterMaterial );
				sphereOnLine = new THREE.Mesh( sphereGeometry, sphereOnLineMaterial );
				sphereInter.visible = false;
				sphereOnLine.visible = false;
				sphereInter.renderOrder = 10;
				sphereOnLine.renderOrder = 10;
				scene.add( sphereInter );
				scene.add( sphereOnLine );

				// Position and THREE.Color Data

				const positions = [];
				const colors = [];
				const points = [];
				for ( let i = - 50; i < 50; i ++ ) {

					const t = i / 3;
					points.push( new THREE.Vector3( t * Math.sin( 2 * t ), t, t * Math.cos( 2 * t ) ) );

				}

				const spline = new THREE.CatmullRomCurve3( points );
				const divisions = Math.round( 3 * points.length );
				const point = new THREE.Vector3();
				const color = new THREE.Color();

				for ( let i = 0, l = divisions; i < l; i ++ ) {

					const t = i / l;

					spline.getPoint( t, point );
					positions.push( point.x, point.y, point.z );

					color.setHSL( t, 1.0, 0.5 );
					colors.push( color.r, color.g, color.b );

				}

				const lineGeometry = new LineGeometry();
				lineGeometry.setPositions( positions );
				lineGeometry.setColors( colors );

				const segmentsGeometry = new LineSegmentsGeometry();
				segmentsGeometry.setPositions( positions );
				segmentsGeometry.setColors( colors );

				matLine = new LineMaterial( {

					color: 0xffffff,
					linewidth: 1, // in world units with size attenuation, pixels otherwise
					worldUnits: true,
					vertexColors: true,

					//resolution:  // to be set by renderer, eventually
					alphaToCoverage: true,

				} );

				matThresholdLine = new LineMaterial( {

					color: 0xffffff,
					linewidth: matLine.linewidth, // in world units with size attenuation, pixels otherwise
					worldUnits: true,
					// vertexColors: true,
					transparent: true,
					opacity: 0.2,
					depthTest: false,
					visible: false,
					//resolution:  // to be set by renderer, eventually

				} );

				segments = new LineSegments2( segmentsGeometry, matLine );
				segments.computeLineDistances();
				segments.scale.set( 1, 1, 1 );
				scene.add( segments );
				segments.visible = false;

				thresholdSegments = new LineSegments2( segmentsGeometry, matThresholdLine );
				thresholdSegments.computeLineDistances();
				thresholdSegments.scale.set( 1, 1, 1 );
				scene.add( thresholdSegments );
				thresholdSegments.visible = false;

				line = new Line2( lineGeometry, matLine );
				line.computeLineDistances();
				line.scale.set( 1, 1, 1 );
				scene.add( line );

				thresholdLine = new Line2( lineGeometry, matThresholdLine );
				thresholdLine.computeLineDistances();
				thresholdLine.scale.set( 1, 1, 1 );
				scene.add( thresholdLine );

				const geo = new THREE.BufferGeometry();
				geo.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
				geo.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );

				//
				document.addEventListener( 'pointermove', onPointerMove );
				window.addEventListener( 'resize', onWindowResize );
				onWindowResize();

				stats = new Stats();
				document.body.appendChild( stats.dom );

				gpuPanel = new GPUStatsPanel( renderer.getContext() );
				//stats.addPanel( gpuPanel );
			//	stats.showPanel( 0 );
				initGui();

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				insetWidth = window.innerHeight / 4; // square
				insetHeight = window.innerHeight / 4;

				camera2.aspect = insetWidth / insetHeight;
				camera2.updateProjectionMatrix();

			}

			function onPointerMove( event ) {

				pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			}

			function animate() {

				requestId = requestAnimationFrame(animate);

				////stats.update();

				// main scene

				renderer.setClearColor( 0x000000, 0 );

				renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );

				raycaster.setFromCamera( pointer, camera );

				const obj = line.visible ? line : segments;
				const intersects = raycaster.intersectObject( obj, true );

				if ( intersects.length > 0 ) {

					sphereInter.visible = true;
					sphereOnLine.visible = true;
					sphereInter.position.copy( intersects[ 0 ].point );
					sphereOnLine.position.copy( intersects[ 0 ].pointOnLine );
					const i = intersects[ 0 ].faceIndex;
					const colors = obj.geometry.getAttribute( 'instanceColorStart' );
					const color = new THREE.Color().setRGB( colors.getX( i ), colors.getY( i ), colors.getZ( i ) );
					sphereInter.material.color.copy( color.clone().offsetHSL( 0.3, 0, 0 ) );
					sphereOnLine.material.color.copy( color.clone().offsetHSL( 0.7, 0, 0 ) );
				//	renderer.domElement.style.cursor = 'crosshair';

				} else {

					sphereInter.visible = false;
					sphereOnLine.visible = false;
				//	renderer.domElement.style.cursor = '';

				}

				// renderer will set this eventually
				matLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
				matThresholdLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport

				gpuPanel.startQuery();
				renderer.render( scene, camera );
				gpuPanel.endQuery();

				// inset scene

				renderer.setClearColor( 0x222222, 1 );

				renderer.clearDepth(); // important!

				renderer.setScissorTest( true );

				renderer.setScissor( 20, 20, insetWidth, insetHeight );

				renderer.setViewport( 20, 20, insetWidth, insetHeight );

				camera2.position.copy( camera.position );
				camera2.quaternion.copy( camera.quaternion );

				// renderer will set this eventually
				matLine.resolution.set( insetWidth, insetHeight ); // resolution of the inset viewport

				renderer.render( scene, camera2 );

				renderer.setScissorTest( false );

			}

			//

			function switchLine( val ) {

				switch ( val ) {

					case 0:
						line.visible = true;
						thresholdLine.visible = true;

						segments.visible = false;
						thresholdSegments.visible = false;

						break;

					case 1:
						line.visible = false;
						thresholdLine.visible = false;

						segments.visible = true;
						thresholdSegments.visible = true;

						break;

				}

			}

			function initGui() {

				gui = new GUI();

				const param = {
					'line type': 0,
					'world units': matLine.worldUnits,
					'visualize threshold': matThresholdLine.visible,
					'width': matLine.linewidth,
					'alphaToCoverage': matLine.alphaToCoverage,
					'threshold': raycaster.params.Line2.threshold
				};

				gui.add( param, 'line type', { 'LineGeometry': 0, 'LineSegmentsGeometry': 1 } ).onChange( function ( val ) {

					switchLine( val );

				} ).setValue( 1 );

				gui.add( param, 'world units' ).onChange( function ( val ) {

					matLine.worldUnits = val;
					matLine.needsUpdate = true;
					matThresholdLine.worldUnits = val;
					matThresholdLine.needsUpdate = true;

				} );

				gui.add( param, 'visualize threshold' ).onChange( function ( val ) {

					matThresholdLine.visible = val;

				} );

				gui.add( param, 'width', 1, 10 ).onChange( function ( val ) {

					matLine.linewidth = val;
					matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;

				} );

				gui.add( param, 'alphaToCoverage' ).onChange( function ( val ) {

					matLine.alphaToCoverage = val;

				} );

				gui.add( param, 'threshold', 0, 10 ).onChange( function ( val ) {

					raycaster.params.Line2.threshold = val;
					matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;

				} );

			}
    }
})